She has good range, strong pressure and explosive damage! Ferocious in battle and cute as a button - It’s May, everyone’s favourite Jellyfish Pirate.
Her signature move is Horizontal Mr. Dolphin, a powerful lunging attack. The version is a fast blockstring ender and frame trapping tool, whereas the version trades startup speed for frame advantage. Her c.S is a solid pressure tool and combo starter. Block happy opponents can be opened up with Overhead Kiss, a command grab that leads to devastating corner combos. Cycle these tools for a potent strike/throw mix-up.
May excels in the mid range. She complements Horizontal Mr. Dolphin with moves like f.S and 2S, two of her many disjointed normals, as well as 5K, a fast, dash cancelable poke that goes over lows. Her swift jump and excellent aerials, most notably j.H, provide her with great aerial space control. She’s also packing strong anti-airs, such as Vertical Mr. Dolphin. At longer ranges, she can apply pressure with Arisugawa Sparkle, a projectile attack best used as an okizeme tool due to its massive frame advantage on block. Most of her defensive options are mediocre at best, but it’s a small price to pay for such a solid moveset.
If you’re looking for a versatile, mix-up heavy character with plenty of disjoints, or just want to throw dolphins at jerks, then play May today!
May May , classified as a Balance type, is a powerful attacker who specializes in charging at the opponent.
- High Meterless Damage: Stray hits and short combos will rack up fast, and she can reliably convert into wallbreak in the corner especially with her command grab.
- Dolphin Pressure: The S version of Horizontal Dolphin can act as a frame-trap followed by an RPS, while the H version is plus-on-block.
- Throw Mix-ups: Her command grab, Arisugawa Sparkle, c.S, and H Horizontal Dolphin are all plus-on-block and serve to bolster a very strong strike/throw game.
- Aerial Game: A high and fast jump makes her tricky to anti-air along with powerful air-to-airs like j.H and the disjointed j.D. Air-to-ground she has multiple options to cycle between, including an ambiguous cross-up overhead with j.2H.
- Fantastic Normals: 2S, f.S, and 5H are very fast for how disjointed, large, and powerful they are, allowing May to stuff approaches and whiff punish safely.
- Mediocre Ground-to-Air: While her air-to-air game is great, her ground-to-air game is lacking. Her best option Vertical Dolphin requires a downward charge, and 2H, 5H, and 6H are all high on recovery and can take too much startup. This leaves her with only 6P as a somewhat safe and reliable anti-air for low reward.
May |
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Normal Moves
5P
A quick jab and May's fastest anti-air, though it's not a very good one. Hits standing and crouching characters, but can be low-profiled by some moves. Does its job as a quick mash button in scrambles or when May is under pressure.
Additional Frame Data: Initial Prorate 80%
Gatling Options: 5P, 2P, 6P, 3K, 6K, 6H
5K
A quick poke. Goes over many low attacks. Loses consistently to 6Ps.
- Jump and dash cancellable
- Dash cancel is -11 on block
Additional Frame Data: Initial Prorate 90%
Gatling Options: 6P, 3K, 6K, 6H, 5D, 2D
c.S
May's strongest combo starter and go-to pressure and punishment tool at close range. Good for catching backdashes when opponent is trying to avoid her command grab. Hitbox is in front of May and reaches slightly above her head, so this attack can be used as a high-risk, high-reward anti-air.
- Floats on air hit
- Jump and dash cancellable
- Dash cancel is -6 on block
- c.S > 6H can be used as 3f frametrap or pressure reset
Gatling Options: 6P, 3K, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
May's longest-range poke. This attack's hitbox extends significantly past May's extended hurtbox until recovery, making it an effective counter-poke. Good for catching people trying to jump out of the corner. Despite the upward angle, this attack can hit crouching opponents, but most low-profile moves will avoid it.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 5H, 2H
5H
A disjointed attack with great reward on counter hit. This attack is very active, safe on block due to its pushback, can hit both airborne and low-profile opponents, and can be special canceled to extend pressure. All of these properties make May's 5H an excellent counter-poking tool.
- Wall-bounces on air hit
5D
- Data in [] represents values when fully charged.
- Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
- Deals more damage when fully charged, launches opponent on hit if combo'd into.
- Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
- 80% proration if not fully charged.
May's standing Dust attack. Has relatively good horizontal reach. Despite the animation, doesn't actually shift May's hurtbox back at any point.
Additional Frame Data: Initial Prorate 80% (uncharged)
6P
May's anti-air normal. Has good upper body invulnerability, but less potent follow-up options than May's other anti-air attacks. Follow-ups become great in the corner.
Hurtbox size over time: 1-3 upper body invuln 4-17 above knees invuln
- High knockback
- Soft knockdown on hit
- Hard knockdown on counterhit
- Wall-bounces on hit
- 6P can be used as frametrap after 5P, 2P, 5K, 2K without delay
Additional Frame Data: Initial Prorate 90%
6K
A quick overhead. Has relatively poor horizontal reach, but avoids many low attacks and throws.
- Ground bounces on air hit
Additional Frame Data: Initial Prorate 80%
6H
- Values in brackets ([]) represent holding the button for the full duration
- Ground bounce on air hit or any counter hit
May swings her anchor in a massive arc above and in front of her. Can be held to delay the attack.
2P
A quick, stubby jab used to mash in scrambles or to escape pressure.
Additional Frame Data: Initial Prorate 80%
Gatling Options: 5P, 2P, 6P, 6K, 3K, 6H
2K
A quick, short range low kick. Since much of May's pressure comes from her jump-ins, mixing this attack into May's pressure is a good way to check opponents who fall asleep on defense.
Additional Frame Data: Initial Prorate 70%
Gatling Options: 6P, 6K, 3K, 6H, 5D, 2D
2S
May thrusts her anchor forward while crouching. A big poke that hits low-profile opponents and has good startup for its range.
Additional Frame Data: Initial Prorate 90%
Gatling Options: 5H, 2H
2H
May crouches and swings her anchor over her head from front to back. The entire attack is very disjoint, making it a powerful, but high-commitment, anti-air and launcher. This attack is also a staple of May's combo strings because of its favorable launch properties.
- Launches opponents up and away from May on hit. Launch effect is stronger on counterhit.
- Soft knockdown on hit.
- Can be special cancelled on block to make it safer.
2D
May's sweep is quick but has short range relative to the rest of the cast, with roughly the same range as her 2K. May's okizeme with Arisugawa Sparkle sets up annoying Strike/Throw scenarios with c.S/Overhead Kiss respectively, so landing hard knockdowns is a helpful way to keep the pressure up. If using Arisugawa Sparkle on okizeme, be sure to delay the attack long enough for the ball to actually hit on wakeup, since it's a quick projectile once it starts moving.
Compared with 3K, 2D's special cancel enables the above setup and can be cancelled into a Dolphin on block, but has less range.
- Hard knockdown on hit
Additional Frame Data: Initial Prorate 90%
3K
May crouches before sliding anchor-first on the ground. May's hurtbox is larger than the hitbox of this move, which means it usually trades or loses to other low attacks. While this attack is quite punishable on block, it travels pretty far fairly quickly. Primary cancel option for a knockdown off of 5P/2P/5K/2K.
Compared to 2D, 3K has more range but fewer options for okizeme.
- Low profile during active frames
- Hard knockdown on hit
- Cannot be special or super cancelled
Additional Frame Data: Initial Prorate 90%
j.P
May's fastest air-to-air button. Useful for stuffing airdashes into slower attacks or in scramble situations where May is in the air. Works best when the opponent is level with or slightly below May.
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.P
j.K
May kicks upwards, making this move a good air-to-air against opponents who are slightly above May. Its cancel options and gatling with j.D make it May's most potent air combo starter.
- Jump and dash cancellable
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.D
j.S
May swats her anchor down. Hits as an air-to-ground from higher than j.H or j.2H, and is a servicable anti-air against opponents who are level with or below May.
- Jump and dash cancellable
Additional Frame Data: Initial Prorate 80%
Gatling Options: j.H
j.H
May swings her anchor upward in front of her. Causes a lot of hitstun and blockstun. Can be used for both space control and jump-ins, so it's a staple of May's neutral play. The hurtbox is larger than the hitbox, but the hitbox is so large and active that it's difficult for many characters to challenge in the air.
- High knockback on air hit
Additional Frame Data: Initial Prorate 80%
j.D
May thrusts her anchor upwards, altering her jump trajectory. A ridiculously disjointed attack that's nearly impossible to challenge from above. Amazing counter hit starter.
- High knockback on air hit
Additional Frame Data: Initial Prorate 80%
j.2H
May slows her air momentum and rides her anchor to the ground. This can set up situations where it's difficult to predict May's trajectory in the air for either left/right mixups or jump-in/double jump/j.2H baits. May's hurtbox is much larger than the hitbox of this move, which makes it easy to punish with any anti-air attack.
- Knockback directly down on air hit.
Additional Frame Data: Initial Prorate 80%
Universal Mechanics
Ground Throw
6D or 4D
May hurls her opponent over her head in the direction used to input the throw. Not as rewarding as Overhead Kiss when the opponent is near the corner, but is easier to use in pressure and can switch sides. A back throw can set up wall-breaks when May is in the corner with a Red Roman Cancel.
Additional Frame Data: Forced Prorate 50%
Air Throw
j.6D or j.4D
May quickly grabs and kicks her opponent to the ground. Air throws are a universal anti-air option that work well when the opponent makes a predictable high jump-in or when the opponent jumps right next to you. Despite the hit and whiff animations, air throws require the opponent to be above and on either side of you to connect. Quick use of air throws can make opponents think twice about holding back-jump against May's strike/throw mixups.
Additional Frame Data: Forced Prorate 50%
Special Moves
Mr. Dolphin Horizontal
[4]6S/H
May's premier special move up close and a nearly universal blockstring-ender. Mixing between the S version, HS version, and backdash will allow you to keep your opponent locked down almost indefinitely. Spacing yourself out before S Dolphin will also let you counterpoke almost every P/K button in the game. Enormously rewarding on counterhit, particularly in the corner. Be aware that May's hurtbox is bigger than the hitbox of this attack, which means it trades or loses to most pokes if May's opponent correctly predicts (S version) or reacts (HS version) to it.
- Staggers on grounded counterhit
- (HS only) Wall-bounces on air hit
Mr. Dolphin Vertical
[2]8S/H
The S version of this attack is a quick anti-air. The HS version, while slower, travels in a much longer arc, and is commonly used as an anti-air and combo extender. Mr. Dolphin Vertical is a mid attack on the way up and an overhead on the way down. May can use her double jump, airdash or attack on hit or block after recovery if she's still in the air. This is useful for combo extensions using the HS version of this attack or avoiding punishments after a blocked overhead.
- (Ascending only) Hard knockdown on hit.
- Hard knockdown on air hit
Additional Frame Data: Initial Prorate 80% (on a downward hit)
Overhead Kiss
623K
May's command grab which enables her powerful throw mixups. Can combo midscreen without RC.
- Throw invulnerable frames 1-6
- Throw results in a ground-bounce. Hitting the opponent while they are airborne nets a wall bounce/wall splat.
Additional Frame Data: Forced Prorate 50%
Arisugawa Sparkle
214P/K
Mr. Arisugawa kicks a ball towards the opponent. The P version fires at a ~50⁰ downward angle, while the K version fires at a ~15⁰ downward angle. Mr. Arisugawa spawns the ball high above May, so avoid using it when the opponent is right in your face as it will likely whiff. Useful as a meaty projectile for okizeme.
- The opponent can destroy the ball by hitting it with an attack.
- After destroying the ball, the opponents attack will still be active, and they can cancel their move like normally.
Additional Frame Data: Initial Prorate 80%
Overdrives
Great Yamada Attack
236236S
- Can whiff or be low profiled in certain dead zones.
After a cinematic, Mr. Yamada appears from the corner behind May and travels in a long arc across the screen while May enters a recovery animation. A belligerent, whale-sized punish. May can use a forward Purple Roman Cancel after summoning Mr. Yamada to force an extremely damaging high/low mixup at the cost of 100 tension if used at mid-to-close range.
The Wonderful and Dynamic Goshogawara
632146H (Air OK)
- Invincible from frame 1
- Second hit knocks opponent away from May on hit
May's only true reversal and a useful move for forcing a wall-break. May hops on to Goshogawara the orca for a two-hit attack. The first hit, on the way up, is effectively a massive invulnerable uppercut. The second hit, when Goshogawara splashes down, sends the opponent flying and can wallbreak. The second hit may not combo from the first if the opponent is hit very far above the ground. If May uses a Purple or Red Roman Cancel during the move, she gets off Goshogawara, but the attack continues anyway, which can lead to an extremely damaging combo on hit or a potent high/low or left/right mixup on block at the cost of 100 tension.
87% complete | ||
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Page | Status | % |
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Overview | more detailed/accurate pros and cons | 18/20 |
Combos | needs videos examples. Combo page is fairly detailed | 9/10 |
Strategy | Complete. Well done! | 20/20 |
Frame Data | Overdrive data is incomplete. missing air recovery and other random move data | 40/50 |